Add TGM3 Grades.
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887
src/grading.asm
887
src/grading.asm
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@ -24,7 +24,7 @@ INCLUDE "globals.asm"
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SECTION "Grade Variables", WRAM0
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wDecayRate: ds 1
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wGradePoints: ds 1
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wInternalGradePoints: ds 1
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wInternalGrade: ds 1
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wDisplayedGrade:: ds 1
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wEffectTimer:: ds 1
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@ -38,140 +38,17 @@ wSRate: ds 1
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wDRate: ds 1
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wTRate: ds 1
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wQRate: ds 1
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wPrevCOOL: ds 3
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wCOOLIsActive:: ds 1
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wSubgrade: ds 1
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wREGRETChecked:: ds 1
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wGradeBoosts: ds 1
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wTGM1level300RequirementMet: ds 1
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wTGM1level500RequirementMet: ds 1
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wTGM1level999RequirementMet: ds 1
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SECTION "Grading Data", ROM0
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; The Score Thresholds are 3/4th of the original ones.
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sTGM1GradeScores:
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dw $0003 ;00 — 8
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dw $0006 ;00 — 7
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dw $0009 ;00 — 6
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dw $0015 ;00 — 5
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dw $0021 ;00 — 4
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dw $0039 ;00 — 3
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dw $0060 ;00 — 2
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dw $0090 ;00 — 1
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dw $0120 ;00 — S1
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dw $0165 ;00 — S2
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dw $0225 ;00 — S3
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dw $0300 ;00 — S4
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dw $0390 ;00 — S5
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dw $0495 ;00 — S6
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dw $0615 ;00 — S7
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dw $0750 ;00 — S8
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dw $0900 ;00 — S9
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sTGM3InternalGradeSystem:
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db 125, 10, 20, 40, 50 ;Decay rate, (Internal grade points awarded for:) Single, Double, Triple, Tetris
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db 80, 10, 20, 30, 40
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db 80, 10, 20, 30, 40
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db 50, 10, 15, 30, 40
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db 45, 5, 15, 20, 40
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db 45, 5, 15, 20, 30
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db 45, 5, 10, 20, 30
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db 40, 5, 10, 15, 30
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db 40, 5, 10, 15, 30
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db 40, 5, 10, 15, 30
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db 40, 2, 12, 13, 30
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db 40, 2, 12, 13, 30
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db 30, 2, 12, 13, 30
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db 30, 2, 12, 13, 30
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db 30, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 10, 2, 12, 13, 30
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db 10, 2, 12, 13, 30
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sTGM3GradeBoosts:
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db 0
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db 1
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db 2
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db 3
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db 4
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db 5
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db 5
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db 6
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db 6
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db 7
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db 7
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db 7
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db 8
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db 8
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db 8
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db 9
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db 9
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db 10
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db 11
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db 12
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db 12
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db 12
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db 13
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db 13
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db 14
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db 14
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db 15
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db 15
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db 16
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db 16
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db 17
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; sTGM3ComboMultipliers:
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; db 1, 1.0, 1.0, 1.0, 1.0 ; Combo size, (Multiplier for: ) Single, Double, Triple, Tetris
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; db 2, 1.0, 1.2, 1.4, 1.5
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; db 3, 1.0, 1.2, 1.5, 1.8
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; db 4, 1.0, 1.4, 1.6, 2.0
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; db 5, 1.0, 1.4, 1.7, 2.2
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; db 6, 1.0, 1.4, 1.8, 2.3
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; db 7, 1.0, 1.4, 1.9, 2.4
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; db 8, 1.0, 1.5, 2.0, 2.5
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; db 9, 1.0, 1.5, 2.1, 2.6
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; db 10, 2.0, 2.5, 3.0, 3.0
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sTGM3LevelMultiplier:
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db 1 ; 000-249
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db 2 ; 250-499
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db 3 ; 500-749
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db 4 ; 750-999
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sTGM3BaselineCOOL:
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db 52 ;070 (value in seconds)
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db 52 ;170
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db 49 ;270
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db 45 ;370
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db 45 ;470
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db 42 ;570
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db 42 ;670
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db 38 ;770
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db 38 ;870
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sTGM3REGRETConditions:
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db 1, 30 ;minutes, seconds
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db 1, 15
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db 1, 15
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db 1, 8
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db 1, 0
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db 1, 0
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db 0, 50
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db 0, 50
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db 0, 50
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db 0, 50
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SECTION "Grading Data", ROMX, BANK[BANK_GAMEPLAY]
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sDMGTGrading:
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db 125, 10, 20, 40, 50 ; Grade 9 — frames/decay, single base, double base, triple base, tetris base
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db 80, 10, 20, 30, 40 ; Grade 8 — frames/decay, single base, double base, triple base, tetris base
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@ -229,18 +106,262 @@ sDMGTGaugeLUT:
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db 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
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db 32,32,32,32,32,32,32,32,32,32,32,32,32,32,32,32
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SECTION "Grading Functions", ROM0
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; Wipe the grading variables.
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sTGM1GradeScores:
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dw $0003 ;00 — 8
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dw $0006 ;00 — 7
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dw $0009 ;00 — 6
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dw $0015 ;00 — 5
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dw $0021 ;00 — 4
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dw $0039 ;00 — 3
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dw $0060 ;00 — 2
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dw $0090 ;00 — 1
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dw $0120 ;00 — S1
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dw $0165 ;00 — S2
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dw $0225 ;00 — S3
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dw $0300 ;00 — S4
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dw $0390 ;00 — S5
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dw $0495 ;00 — S6
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dw $0615 ;00 — S7
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dw $0750 ;00 — S8
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dw $0900 ;00 — S9
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sTGM3InternalGradeSystem:
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db 125, 10, 20, 40, 50 ;Decay rate, (Internal grade points awarded for:) Single, Double, Triple, Tetris
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db 80, 10, 20, 30, 40
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db 80, 10, 20, 30, 40
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db 50, 10, 15, 30, 40
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db 45, 5, 15, 20, 40
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db 45, 5, 15, 20, 30
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db 45, 5, 10, 20, 30
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db 40, 5, 10, 15, 30
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db 40, 5, 10, 15, 30
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db 40, 5, 10, 15, 30
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db 40, 2, 12, 13, 30
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db 40, 2, 12, 13, 30
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db 30, 2, 12, 13, 30
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db 30, 2, 12, 13, 30
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db 30, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 20, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 15, 2, 12, 13, 30
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db 10, 2, 12, 13, 30
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db 10, 2, 12, 13, 30
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sTGM3GradeBoosts:
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db 0 ;9 (0 = add 0, 1 = add 1)
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db 1 ;8
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db 1 ;7
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db 1 ;6
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db 1 ;5
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db 1 ;4
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db 0 ;4
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db 1 ;3
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db 0 ;3
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db 1 ;2
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db 0 ;2
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db 0 ;2
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db 1 ;1
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db 0 ;1
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db 0 ;1
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db 1 ;S1 (yes, here you finally get into the S grades, unless you are very COOL)
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db 0 ;S1
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db 1 ;S2
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db 1 ;S3
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db 1 ;S4
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db 0 ;S4
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db 0 ;S4
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db 1 ;S5
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db 0 ;S5
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db 1 ;S6
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db 0 ;S6
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db 1 ;S7
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db 0 ;S7
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db 1 ;S8
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db 0 ;S8
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db 1 ;S9
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sTGM3HowManyInternalGradesToDecrease:
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db 0 ;9 (0 = substract 0, 1 = substract 1, etc.)
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db 1 ;8
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db 1 ;7
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db 1 ;6
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db 1 ;5
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db 1 ;4
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db 2 ;4
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db 1 ;3
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db 2 ;3
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db 1 ;2
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db 2 ;2
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db 3 ;2
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db 1 ;1
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db 2 ;1
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db 3 ;1
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db 1 ;S1
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db 2 ;S1
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db 1 ;S2
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db 1 ;S3
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db 1 ;S4
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db 2 ;S4
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db 3 ;S4
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db 1 ;S5
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db 2;S5
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db 1 ;S6
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db 2 ;S6
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db 1 ;S7
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db 2 ;S7
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db 1 ;S8
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db 2 ;S8
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db 1 ;S9
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sTGM3HowManyInternalGradesToIncrease:
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db 1 ;9 (0 = add 0, 1 = add 1, etc.)
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db 1 ;8
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db 1 ;7
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db 1 ;6
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db 1 ;5
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db 2 ;4
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db 1 ;4
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db 2 ;3
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db 1 ;3
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db 3 ;2
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db 2 ;2
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db 1 ;2
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db 3 ;1
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db 2 ;1
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db 1 ;1
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db 2 ;S1
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db 1 ;S1
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db 1 ;S2
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db 1 ;S3
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db 3 ;S4
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db 2 ;S4
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db 1 ;S4
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db 2 ;S5
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db 1 ;S5
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db 2 ;S6
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db 1 ;S6
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db 2 ;S7
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db 1 ;S7
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db 2 ;S8
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db 1 ;S8
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db 1 ;S9
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sTGM3ComboMultipliers:
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db 1, 1, 1, 1, 1 ; Combo size, (Multiplier for: ) Single, Double, Triple, Tetris (Screw the fractional part, x.5 gets rounded down)
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db 2, 1, 1, 1, 1
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db 3, 1, 1, 1, 2
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db 4, 1, 1, 2, 2
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db 5, 1, 1, 2, 2
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db 6, 1, 1, 2, 2
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db 7, 1, 1, 2, 2
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db 8, 1, 1, 2, 2
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db 9, 1, 1, 2, 3
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db 10, 2, 2, 3, 3
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sTGM3LevelMultiplier:
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db 2 ; 250-499
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db 3 ; 500-749
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db 4 ; 750-999
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sTGM3BaselineCOOL:
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db 52 ;070 (value in seconds)
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db 52 ;170
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db 49 ;270
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db 45 ;370
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db 45 ;470
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db 42 ;570
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db 42 ;670
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db 38 ;770
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db 38 ;870
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sTGM3REGRETConditions:
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db 1, 30 ;minutes, seconds
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db 1, 15
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db 1, 15
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db 1, 8
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db 1, 0
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db 1, 0
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db 0, 50
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db 0, 50
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db 0, 50
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db 0, 50
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sTGM3StaffrollGrading: ;subgrades awarded per line clear
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db 1 ;Single
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db 2 ;Double
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db 3 ;Triple
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db 10 ;Tetris
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db 16 ;Clear
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SECTION "Grading Functions Unbanked", ROM0
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GradeInit::
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ld b, BANK_GAMEPLAY
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rst RSTSwitchBank
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call GradeInitB
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jp RSTRestoreBank
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UpdateGrade::
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ld b, BANK_GAMEPLAY
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rst RSTSwitchBank
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call UpdateGradeB
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jp RSTRestoreBank
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DecayGradeProcess::
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ld b, BANK_GAMEPLAY
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rst RSTSwitchBank
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call DecayGradeProcessB
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jp RSTRestoreBank
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DecayGradeDelay::
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ld b, BANK_GAMEPLAY
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rst RSTSwitchBank
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call DecayGradeDelayB
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jp RSTRestoreBank
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TGM3REGRETHandler::
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ld b, BANK_GAMEPLAY
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rst RSTSwitchBank
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call TGM3REGRETHandlerB
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jp RSTRestoreBank
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TGM3COOLHandler::
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ld b, BANK_GAMEPLAY
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rst RSTSwitchBank
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call TGM3COOLHandlerB
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jp RSTRestoreBank
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SECTION "Grading Functions Banked", ROMX, BANK[BANK_GAMEPLAY]
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; Wipe the grading variables.
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GradeInitB:
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xor a, a
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ld [wDecayRate], a
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ld [wGradePoints], a
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ld [wInternalGrade], a
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ld [wInternalGradePoints], a
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ld [wDisplayedGrade], a
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ld [wRankingDisqualified], a
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ld [wEffectTimer], a
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ld [wDecayCounter], a
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ld [wGradeGauge], a
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ld [wSubgrade], a
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ld [wGradeBoosts], a
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ld [wCOOLIsActive], a
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ld [wREGRETChecked], a
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ld [wPrevCOOL], a
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ld [wPrevCOOL+1], a
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ld [wPrevCOOL+2], a
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ld [wTGM1level300RequirementMet], a
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ld [wTGM1level500RequirementMet], a
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ld [wTGM1level999RequirementMet], a
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@ -249,10 +370,12 @@ GradeInit::
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ld a, GRADE_NONE
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ld [wDisplayedGrade], a
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; TGM1 and DMGT are the exceptions.
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; TGM1, TGM3, and DMGT are the exceptions.
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ld a, [wSpeedCurveState]
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cp a, SCURVE_TGM1
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jr z, .grade9start
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cp a, SCURVE_TGM3
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jr z, .grade9start
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cp a, SCURVE_DMGT
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jr z, .grade9start
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jr .end
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@ -262,11 +385,11 @@ GradeInit::
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ld [wDisplayedGrade], a
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.end
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jr UpdateGrade
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; Falls through intentionally.
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; Jumps to the grade update function for the current mode.
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UpdateGrade::
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UpdateGradeB:
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ld hl, .gradejumptable
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ld a, [wSpeedCurveState]
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ld b, a
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@ -280,7 +403,7 @@ UpdateGrade::
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.gradejumptable
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jp UpdateGradeDMGT ;DMGT
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jp UpdateGradeTGM1 ;TGM1
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no_jump ;TGM3
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jp UpdateGradeTGM3 ;TGM3
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jp UpdateGradeDEAT ;DEAT
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jp UpdateGradeSHIR ;SHIR
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no_jump ;CHIL
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@ -289,7 +412,7 @@ UpdateGrade::
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; Jumps to the grade decay function for the current mode.
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; Called once per frame where a piece is in motion.
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DecayGradeProcess::
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DecayGradeProcessB:
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ld hl, .gradejumptable
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ld a, [wSpeedCurveState]
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ld b, a
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@ -303,7 +426,7 @@ DecayGradeProcess::
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.gradejumptable
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jp DecayGradeDMGT ;DMGT
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no_jump ;TGM1
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no_jump ;TGM3
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jp DecayGradeTGM3 ;TGM3
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no_jump ;DEAT
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no_jump ;SHIR
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no_jump ;CHIL
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@ -312,7 +435,7 @@ DecayGradeProcess::
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; Jumps to the grade decay function for the current mode.
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; Called once per frame during ARE and line clear delay.
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DecayGradeDelay::
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DecayGradeDelayB:
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ld hl, .gradejumptable
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ld a, [wSpeedCurveState]
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ld b, a
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@ -324,13 +447,13 @@ DecayGradeDelay::
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jp hl
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.gradejumptable
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no_jump ;DMGT
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no_jump ;TGM1
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no_jump ;TGM3
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no_jump ;DEAT
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no_jump ;SHIR
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no_jump ;CHIL
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no_jump ;MYCO
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no_jump ;DMGT
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no_jump ;TGM1
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||||
jp DecayGradeTGM3 ;TGM3
|
||||
no_jump ;DEAT
|
||||
no_jump ;SHIR
|
||||
no_jump ;CHIL
|
||||
no_jump ;MYCO
|
||||
|
||||
|
||||
; Get the four most significant figures of the score in BC as BCD.
|
||||
|
@ -349,7 +472,7 @@ PrepareScore:
|
|||
ld b, a
|
||||
ret
|
||||
|
||||
DrawGradeProgressDMGT::
|
||||
DrawGradeProgressDMGT:
|
||||
ld a, [wDisplayedGrade]
|
||||
cp a, GRADE_GM
|
||||
jr nz, :+
|
||||
|
@ -360,11 +483,12 @@ DrawGradeProgressDMGT::
|
|||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
|
||||
ld a, [hl]
|
||||
call SetProgress
|
||||
ret
|
||||
|
||||
UpdateGradeDMGT::
|
||||
UpdateGradeDMGT:
|
||||
; Check if the torikan hasn't been calculated.
|
||||
ld a, [wRankingDisqualified]
|
||||
cp a, $FF
|
||||
|
@ -634,7 +758,7 @@ UpdateGradeDMGT::
|
|||
ret
|
||||
|
||||
|
||||
DecayGradeDMGT::
|
||||
DecayGradeDMGT:
|
||||
; Bail if the gauge is empty.
|
||||
ld a, [wGradeGauge]
|
||||
or a, a
|
||||
|
@ -1093,4 +1217,465 @@ UpdateGradeSHIR:
|
|||
ldh [hNLevel+3], a
|
||||
jp TriggerKillScreen
|
||||
|
||||
|
||||
UpdateGradeTGM3:
|
||||
; First things first, Update our grade points.
|
||||
.GradePoints
|
||||
; Load the Table address to HL.
|
||||
ld hl, sTGM3InternalGradeSystem
|
||||
; Get the correct offset using the lines cleared on the frame and our current Internal Grade.
|
||||
; Make sure the offsets are set properly and that the amount of Cleared lines isn't 0.
|
||||
ld a, [wInternalGrade] ; Example: 3
|
||||
cp a, 0 ; If it's 0, we don't need to do weird math.
|
||||
jr z, .GetOffset
|
||||
ld d, a ; ld d, 3
|
||||
ld b, 5
|
||||
ld a, b ; ld a, 5
|
||||
dec d ;dec 3 to 2, so we don't accidentally add more than intended
|
||||
: add a, b ; 5+5 = 10 ; 10+5 = 15
|
||||
dec d
|
||||
jr nz, :- ; go back if d isn't 0
|
||||
ld b, a ; ld b, 15
|
||||
|
||||
.GetOffset
|
||||
ld a, [hLineClearCt]
|
||||
cp a, 0 ; If no lines were cleared, we don't need to do anything, just continue
|
||||
jp z, .IncreaseInternalGrade
|
||||
add a, b
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
ld e, a ; We will use almost all registers to get the multipliers, so we need to keep the points we should add in a safe spot
|
||||
jp .multipliers
|
||||
|
||||
.loadpoints
|
||||
ld hl, wInternalGradePoints
|
||||
add a, [hl]
|
||||
ld [wInternalGradePoints], a
|
||||
jp .IncreaseInternalGrade
|
||||
|
||||
.multipliers
|
||||
; There are some multipliers to help us increase our grade faster
|
||||
ld hl, sTGM3ComboMultipliers
|
||||
ld a, [hComboCt] ; Example: 3
|
||||
cp a, 0
|
||||
ld d, a ; ld d, 3
|
||||
ld b, 5
|
||||
ld a, b ; ld a, 5
|
||||
dec d ;dec 3 to 2, so we don't accidentally add more than intended
|
||||
: add a, b ; 5+5 = 10 ; 10+5 = 15
|
||||
dec d
|
||||
jr nz, :- ; go back if d isn't 0
|
||||
ld b, a ; ld b, 15
|
||||
ld a, [hLineClearCt]
|
||||
cp a, 0 ; If no lines were cleared, we don't need to do anything, just continue
|
||||
jr z, .levelmultiplier
|
||||
add a, b
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl] ; Now we got our multiplier!, let's apply it.
|
||||
dec a ; A multiplier of 1 shouldn't change anything, so let's get rid of them
|
||||
cp a, 0
|
||||
jr z, .levelmultiplier; Continue
|
||||
ld b, a ; Load the multiplier into B
|
||||
ld a, e ; Remember the points we got earlier?, here they are
|
||||
ld c, a ; We will add from C
|
||||
: add a, c
|
||||
dec b
|
||||
jr nz, :-
|
||||
; Finally!, we can now load the points, right?, NO!, there is yet another multiplier...
|
||||
; We have to keep the points safe again...
|
||||
ld e, a
|
||||
|
||||
.levelmultiplier
|
||||
; Make HL point to the table that contains the level multipliers
|
||||
ld hl, sTGM3LevelMultiplier
|
||||
; Get our level into BC
|
||||
ld a, [hCLevel+3]
|
||||
ld b, a
|
||||
ld a, [hCLevel+2]
|
||||
swap a
|
||||
or b
|
||||
ld c, a
|
||||
ld a, [hCLevel+1]
|
||||
ld b, a
|
||||
ld a, [hCLevel]
|
||||
swap a
|
||||
or b
|
||||
ld b, a
|
||||
|
||||
.Level750
|
||||
; Is our level 750 or higher?
|
||||
ld a, b
|
||||
cp a, LEVEL_MULT_3A
|
||||
; If B is less than 7, that means we are not even in level 700, so check for 500
|
||||
jr c, .Level500
|
||||
; If B is NOT less than 7, we might be in level 750 or greater, so check the remaining digits.
|
||||
ld a, c
|
||||
cp a, LEVEL_MULT_3B
|
||||
; If C is less than 50, we didn't reach level 750 yet, but we are for sure in the 7** Section, load the corresponding offset.
|
||||
jp .under750
|
||||
; If C is equal or greater than 50, then congrats!, load the corresponding offset
|
||||
ld b, 0
|
||||
ld c, 2
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
jp .Multiply
|
||||
|
||||
.under750
|
||||
ld b, 0
|
||||
ld c, 1
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
|
||||
.Level500
|
||||
; Is our level 500 or higher?
|
||||
ld a, b
|
||||
cp a, LEVEL_MULT_2A
|
||||
; If B is less than 5, that means we are not even in level 500, so check for 250
|
||||
jr c, .Level250
|
||||
; If B is NOT less than 5, we are in level 500 or greater
|
||||
ld b, 0
|
||||
ld c, 2
|
||||
add hl, bc
|
||||
ld a, [hl]
|
||||
jp .Multiply
|
||||
|
||||
.Level250 ; There is no Offset, so just get the multiplier
|
||||
; Is our level 750 or higher?
|
||||
ld a, b
|
||||
cp a, LEVEL_MULT_1A
|
||||
; If B is less than 2, that means we are not even in level 200, so no multiplier
|
||||
jr c, .under250
|
||||
; If B is NOT less than 2, we might be in level 250 or greater, so check the remaining digits.
|
||||
ld a, c
|
||||
cp a, LEVEL_MULT_1B
|
||||
; If C is less than 50, we didn't reach level 250 yet, so no multiplier
|
||||
jp .under250
|
||||
; If C is equal or greater than 50, then congrats!, load the corresponding offset (I said there is no Offset!)
|
||||
ld a, [hl]
|
||||
jp .Multiply
|
||||
|
||||
.under250 ; There is no multiplier, so just load the points
|
||||
ld a, e
|
||||
jp .loadpoints
|
||||
|
||||
.Multiply ; FINALLY!!!!!, This took forever!
|
||||
ld b, a ; Load the multiplier into B
|
||||
ld a, e ; Remember the points we got earlier?, here they are... Again.
|
||||
ld c, a ; We will add from C
|
||||
: add a, c
|
||||
dec b
|
||||
jr nz, :-
|
||||
; AND NOW WE ARE DONE!, LOAD THOSE POINTS!
|
||||
jp .loadpoints
|
||||
|
||||
.IncreaseInternalGrade
|
||||
; Are we on level *00-*05?
|
||||
ld a, [hCLevel+CLEVEL_ONES]
|
||||
cp a, 6
|
||||
; If we are, jump to the update COOL grade funcion just in case we have to apply a section COOL
|
||||
jr c, CheckCOOL
|
||||
; If not, continue
|
||||
; Do we have 100 Grade Points?
|
||||
ld a, [wInternalGradePoints]
|
||||
cp a, 100
|
||||
ret c ; If the Internal Grade Points is less than 100, return, we don't have to change our Grade
|
||||
xor a, a ; Reset the points to 0 and increase the internal grade
|
||||
ld [wInternalGradePoints], a
|
||||
ld a, [wInternalGrade]
|
||||
inc a
|
||||
ld [wInternalGrade], a
|
||||
; This falls to the next function, this is intentional
|
||||
|
||||
|
||||
TGM3UpdateDisplayedGrade:
|
||||
ld a, [wDisplayedGrade] ; If we are a GM Grade, return
|
||||
cp a, GRADE_GM
|
||||
ret z
|
||||
ld a, GRADE_9 ; Load the lowest grade into a
|
||||
ld b, a ; Then save it into b
|
||||
ld hl, sTGM3GradeBoosts ; Make HL point to the Grade boosts table
|
||||
ld a, [wInternalGrade] ; Get the offset
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl] ; Load the boosts to add into a...
|
||||
ld b, a
|
||||
|
||||
.update
|
||||
ld a, [wGradeBoosts] ; Load the boosts variable into A
|
||||
add a, b ;Add the boosts
|
||||
ld b, a
|
||||
; HOLD IT!
|
||||
ld a, [wCOOLIsActive] ; Did the player get a cool on this section?
|
||||
cp a, 1
|
||||
jp nz, .nocool ; If not, proceed as normal
|
||||
; If it did, check if we are at level *00-*05
|
||||
ld a, [hCLevel+CLEVEL_TENS]
|
||||
cp a, 0
|
||||
jr nz, .nocool
|
||||
ld a, [hCLevel+CLEVEL_ONES]
|
||||
cp a, 5
|
||||
jr c, .cool
|
||||
jr nz, .nocool ; If not, proceed as normal
|
||||
|
||||
.cool
|
||||
ld hl, sTGM3HowManyInternalGradesToIncrease ; Make HL point to the..., yeah.
|
||||
ld a, [wInternalGrade] ; Get the offset
|
||||
ld d, a ; save the internal grade because we need it later
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl] ; Load the amount of internal grades to increase into a
|
||||
add a, d ; Increase the internal grades
|
||||
ld [wInternalGrade], a ; Load them
|
||||
ld a, [wGradeBoosts] ; Load the boosts variable into A
|
||||
inc a
|
||||
ld [wGradeBoosts], a
|
||||
ld [wDisplayedGrade], a ; Load the boosts into the displayed grade
|
||||
xor a, a
|
||||
ld [wCOOLIsActive], a ; Make the cool no longer be active
|
||||
ret
|
||||
|
||||
.nocool
|
||||
;ld [wDisplayedGrade], a ; HOLD IT!
|
||||
ld a, [wDisplayedGrade]
|
||||
cp a, b
|
||||
ret z ; If the grade is the same, return.
|
||||
ld a, b
|
||||
; If the grade results in an S10, set it to m1
|
||||
cp a, GRADE_S10
|
||||
jr nz, .continue
|
||||
ld a, GRADE_M1
|
||||
|
||||
.continue
|
||||
ld [wDisplayedGrade], a ; Otherwise, set the grade.
|
||||
ld [wGradeBoosts], a ; And the grade boosts too.
|
||||
; ...Play the jingle.
|
||||
ld a, SFX_RANKUP
|
||||
call SFXEnqueue
|
||||
; Prepare the effect stuff
|
||||
ld a, $0f
|
||||
ld [wEffectTimer], a
|
||||
ret
|
||||
|
||||
|
||||
CheckCOOL:
|
||||
ld a, [wCOOLIsActive] ; Did the player get a cool on this section?
|
||||
cp a, 1
|
||||
ret nz
|
||||
; If it did, check if we are at level *00-*05
|
||||
ld a, [hCLevel+CLEVEL_TENS]
|
||||
cp a, 0
|
||||
ret nz
|
||||
ld a, [hCLevel+CLEVEL_ONES]
|
||||
cp a, 5
|
||||
jr c, .cool
|
||||
ret nz ; If not, proceed as normal
|
||||
|
||||
.cool
|
||||
ld hl, sTGM3HowManyInternalGradesToIncrease ; Make HL point to the..., yeah.
|
||||
ld a, [wInternalGrade] ; Get the offset
|
||||
ld d, a ; save the internal grade because we need it later
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl] ; Load the amount of internal grades to increase into a
|
||||
add a, d ; Increase the internal grades
|
||||
ld [wInternalGrade], a ; Load them
|
||||
ld a, [wGradeBoosts] ; Load the boosts variable into A
|
||||
inc a
|
||||
ld [wGradeBoosts], a
|
||||
ld [wDisplayedGrade], a ; Load the boosts into the displayed grade
|
||||
xor a, a
|
||||
ld [wCOOLIsActive], a ; Make the cool no longer be active
|
||||
jp SkipSection
|
||||
|
||||
|
||||
DecayGradeTGM3:
|
||||
; Check if we can decrease the Grade points, if not, decrease the timer
|
||||
ld a, [wDecayRate]
|
||||
cp a, 0
|
||||
jr z, .points
|
||||
ld b, a ; Save the timer
|
||||
ld a, [hComboCt] ; If there is an active combo, do not decrease the counter, return instead
|
||||
dec a
|
||||
and a
|
||||
ret nz
|
||||
ld a, b ; Load the timer back
|
||||
dec a
|
||||
ld [wDecayRate], a
|
||||
ret
|
||||
|
||||
.points
|
||||
ld a, [wInternalGradePoints] ; Do we have 0 grade points?
|
||||
cp a, 0
|
||||
ret z ; If so, return
|
||||
dec a
|
||||
cp a, 0 ; Do we have 0 now?
|
||||
jr z, .lpoints ; If so, load the points, since we don't have any points to decay
|
||||
; Else, load the points and the corresponding Decay Rate
|
||||
ld [wInternalGradePoints], a
|
||||
; Get the Decay Rate required
|
||||
ld hl, sTGM3InternalGradeSystem
|
||||
ld a, [wInternalGrade] ; Example: 3
|
||||
cp a, 0 ; If it's 0, we don't need to do weird math.
|
||||
jr z, .GetOffset
|
||||
ld d, a ; ld d, 3
|
||||
ld b, 5
|
||||
ld a, b ; ld a, 5
|
||||
dec d ;dec 3 to 2, so we don't accidentally add more than intended
|
||||
: add a, b ; 5+5 = 10 ; 10+5 = 15
|
||||
dec d
|
||||
jr nz, :- ; go back if d isn't 0
|
||||
|
||||
.GetOffset
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl] ; Load the rate into a...
|
||||
ld [wDecayRate], a ; ... and then into the timer
|
||||
ret
|
||||
|
||||
.lpoints
|
||||
ld [wInternalGradePoints], a
|
||||
ret
|
||||
|
||||
|
||||
TGM3COOLHandlerB:
|
||||
; First check our previous cool
|
||||
ld a, [wPrevCOOL] ; Are the minutes 0?
|
||||
cp a, 0
|
||||
jr nz, .checkCOOL
|
||||
; If so, check the seconds
|
||||
ld a, [wPrevCOOL+1]
|
||||
cp a, 0
|
||||
jr nz, .checkCOOL
|
||||
; The seconds are 0 too?, hmm, check the frames
|
||||
ld a, [wPrevCOOL+2]
|
||||
cp a, 0
|
||||
jr nz, .checkCOOL
|
||||
; No cool???, check the baseline cool then...
|
||||
ld hl, sTGM3BaselineCOOL
|
||||
ld a, [hCLevel+1]
|
||||
add a
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl+]
|
||||
ld b, a
|
||||
ld a, [hl]
|
||||
ld c, a
|
||||
jp .checkBaselineCOOL
|
||||
|
||||
.checkCOOL
|
||||
ld a, [wPrevCOOL]
|
||||
ld b, a
|
||||
ld a, [wPrevCOOL+1]
|
||||
; Give the player 2 seconds to spare
|
||||
sub a, 2
|
||||
ld c, a
|
||||
|
||||
.checkBaselineCOOL
|
||||
call CheckCOOL_REGRET
|
||||
cp a, $ff
|
||||
jp nz, .nocool
|
||||
|
||||
.cool ; If the player got a cool, set the active cool variable to 1, also set the previous cool variables to the correct value
|
||||
ld a, 1
|
||||
ld [wCOOLIsActive], a
|
||||
ld a, [wSectionMinutes]
|
||||
ld [wPrevCOOL], a
|
||||
ld a, [wSectionSeconds]
|
||||
ld [wPrevCOOL+1], a
|
||||
ld a, [wSectionFrames]
|
||||
ld [wPrevCOOL+2], a
|
||||
ld a, 1 ; Leave a value in A so we know if the code ran
|
||||
ret ; Done
|
||||
|
||||
.nocool ; If the player misses a cool, set the previous cool variables to 0, then return
|
||||
ld [wPrevCOOL], a
|
||||
ld [wPrevCOOL+1], a
|
||||
ld [wPrevCOOL+2], a
|
||||
ld a, 1 ; Leave a value in A so we know if the code ran
|
||||
ret
|
||||
|
||||
|
||||
TGM3REGRETHandlerB: ; Check if we took too much time to complete a section
|
||||
ld a, [wREGRETChecked] ; First, make sure we haven't checked before
|
||||
cp a, 1
|
||||
ret z ; If we did, just return
|
||||
ld hl, sTGM3REGRETConditions
|
||||
ld a, [hCLevel+1]
|
||||
dec a
|
||||
add a
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl+]
|
||||
ld b, a
|
||||
ld a, [hl]
|
||||
ld c, a
|
||||
call CheckCOOL_REGRET
|
||||
cp a, 0
|
||||
ret nz
|
||||
|
||||
.regret
|
||||
ld a, [wInternalGrade]
|
||||
cp a, 0
|
||||
ret z
|
||||
xor a, a
|
||||
ld [wInternalGradePoints], a
|
||||
ld a, [wGradeBoosts]
|
||||
dec a
|
||||
ld [wGradeBoosts], a
|
||||
ld hl, sTGM3HowManyInternalGradesToDecrease ; Make HL point to the..., yeah.
|
||||
ld a, [wInternalGrade] ; Get the offset
|
||||
ld d, a ; save the internal grade because we need it later
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
ld a, [hl] ; Load the amount of internal grades to decrease into a
|
||||
sub a, d ; Decrease the internal grades
|
||||
ld [wInternalGrade], a ; Load them
|
||||
ld a, [wGradeBoosts] ; Load the boosts variable into A
|
||||
ld [wDisplayedGrade], a ; Load the boosts into the displayed grade
|
||||
ld a, 1
|
||||
ld [wREGRETChecked], a
|
||||
ret ; Done
|
||||
|
||||
|
||||
TGM3StaffRollGradeUpdate:
|
||||
; Make HL Point to the Staffroll Table
|
||||
ld hl, sTGM3StaffrollGrading
|
||||
; Get the offset, if no lines were cleared, return
|
||||
ld a, [hLineClearCt]
|
||||
and a
|
||||
ret z
|
||||
dec a
|
||||
ld b, 0
|
||||
ld c, a
|
||||
add hl, bc
|
||||
; Load the value into A
|
||||
ld a, [hl]
|
||||
; And then add that to the subgrade variable
|
||||
ld b, a
|
||||
ld a, [wSubgrade]
|
||||
add a, b
|
||||
ld [wSubgrade], a
|
||||
|
||||
.UpdateGrade
|
||||
cp a, $a
|
||||
ret c
|
||||
sub a, $a
|
||||
ld [wSubgrade], a
|
||||
ld a, [wDisplayedGrade]
|
||||
inc a
|
||||
ld [wDisplayedGrade], a
|
||||
ret
|
||||
|
||||
|
||||
ENDC
|
||||
|
|
|
@ -403,6 +403,11 @@ DEF NLEVEL_THOUSANDS EQU 0
|
|||
DEF NLEVEL_HUNDREDS EQU 1
|
||||
DEF NLEVEL_TENS EQU 2
|
||||
DEF NLEVEL_ONES EQU 3
|
||||
DEF LEVEL_MULT_1A EQU $02
|
||||
DEF LEVEL_MULT_1B EQU $50
|
||||
DEF LEVEL_MULT_2A EQU $05
|
||||
DEF LEVEL_MULT_3A EQU $07
|
||||
DEF LEVEL_MULT_3B EQU $50
|
||||
|
||||
; Title screens
|
||||
DEF TITLE_MAIN EQU 0
|
||||
|
|
|
@ -329,16 +329,16 @@ LevelUp::
|
|||
ld hl, hCLevel+2
|
||||
ld a, [hl+]
|
||||
cp a, 9
|
||||
jr nz, AdjustSpeedCurve
|
||||
jp nz, AdjustSpeedCurve
|
||||
ld a, [hl]
|
||||
cp a, 8
|
||||
jr nz, AdjustSpeedCurve
|
||||
jp nz, AdjustSpeedCurve
|
||||
ld a, $FF
|
||||
ldh [hRequiresLineClear], a
|
||||
call SFXKill
|
||||
ld a, SFX_LEVELLOCK
|
||||
call SFXEnqueue
|
||||
jr .leveljinglemaybe
|
||||
jp .leveljinglemaybe
|
||||
|
||||
; Otherwise check the second digit of wCLevel.
|
||||
: ld hl, hCLevel+1
|
||||
|
@ -363,6 +363,62 @@ LevelUp::
|
|||
ld hl, hNLevel+1
|
||||
ld [hl], a
|
||||
|
||||
; Check for regrets or cools
|
||||
; Make sure we are at level *70-*78 and that we didn't check for the cool already
|
||||
.checkcool
|
||||
ld a, [wSpeedCurveState]
|
||||
cp a, SCURVE_TGM3
|
||||
jr nz, .bellmaybe
|
||||
|
||||
ld a, [wCOOLIsActive]
|
||||
cp a, 1
|
||||
jr z, .checkregret
|
||||
ld a, [hCLevel+CLEVEL_TENS]
|
||||
cp a, 7
|
||||
jr nz, .checkregret
|
||||
ld a, [hCLevel+CLEVEL_ONES]
|
||||
cp a, 9
|
||||
call c, TGM3COOLHandler
|
||||
cp a, 1
|
||||
jr z, .bellmaybe
|
||||
|
||||
.checkregret
|
||||
; Make sure we are at level *00-*05 and that we haven't checked already. Reset the section timer, too.
|
||||
ld a, [wREGRETChecked]
|
||||
cp a, 1
|
||||
jr z, .bellmaybe
|
||||
ld a, [hCLevel+CLEVEL_TENS]
|
||||
cp a, 0
|
||||
jr nz, .regretavailable
|
||||
ld a, [hCLevel+CLEVEL_ONES]
|
||||
cp a, 6
|
||||
call c, TGM3REGRETHandler
|
||||
ld a, [wSectionTimerReset]
|
||||
cp a, 1
|
||||
jr z, .bellmaybe
|
||||
|
||||
.resetsectiontimer
|
||||
ld a, [hCLevel+CLEVEL_HUNDREDS]
|
||||
ld b, a
|
||||
ld a, [hCLevel+CLEVEL_THOUSANDS]
|
||||
swap a
|
||||
or b
|
||||
cp a, $00
|
||||
jr z, .regretavailable
|
||||
ld a, [hCLevel+CLEVEL_TENS]
|
||||
cp a, 0
|
||||
jr nz, .regretavailable
|
||||
xor a, a
|
||||
ld [wSectionMinutes], a
|
||||
ld [wSectionSeconds], a
|
||||
ld [wSectionFrames], a
|
||||
inc a
|
||||
ld [wSectionTimerReset], a
|
||||
|
||||
.regretavailable
|
||||
xor a, a
|
||||
ld [wREGRETChecked], a
|
||||
|
||||
.bellmaybe
|
||||
; If the last two digits of wCLevel are 99, play the bell.
|
||||
ld hl, hCLevel+2
|
||||
|
|
|
@ -116,6 +116,7 @@ EventLoop::
|
|||
; Wrangle inputs and timers at the start of every frame.
|
||||
call GetInput
|
||||
call HandleTimers
|
||||
call HandleSectionTimers
|
||||
|
||||
; Call the current state's event handler.
|
||||
ld hl, .eventloopjumps
|
||||
|
|
|
@ -607,10 +607,10 @@ sTGM3SpeedCurveEnd::
|
|||
|
||||
sTGM3SpeedCurveSpecialData::
|
||||
dw $FFFF ; When do we get bones?
|
||||
dw 1299 ; When do blocks turn invisible?
|
||||
dw 1299 ; When is the hard kill screen?
|
||||
dw $1299 ; Same but in BCD.
|
||||
dw 1298 ; If the last level lock isn't at x99, where is it?
|
||||
dw 999 ; When do blocks turn invisible?
|
||||
dw 999 ; When is the hard kill screen?
|
||||
dw $0999 ; Same but in BCD.
|
||||
dw 998 ; If the last level lock isn't at x99, where is it?
|
||||
dw 3600 ; How long does the staff roll last after the kill screen, in frames.
|
||||
db $00 ; Big mode in staff roll?
|
||||
|
||||
|
@ -701,7 +701,7 @@ sSHIRSpeedCurveEnd::
|
|||
dw $FFFF
|
||||
|
||||
sSHIRSpeedCurveSpecialData::
|
||||
dw 900 ; When do we get bones?
|
||||
dw 1000 ; When do we get bones?
|
||||
dw $FFFF ; When do blocks turn invisible?
|
||||
dw 1300 ; When is the hard kill screen?
|
||||
dw $1300 ; Same but in BCD.
|
||||
|
|
|
@ -94,8 +94,6 @@ SwitchToGameplayB:
|
|||
jr z, .ungraded
|
||||
cp a, SCURVE_MYCO
|
||||
jr z, .ungraded
|
||||
cp a, SCURVE_TGM3 ; TODO: Remove when this one has grades.
|
||||
jr z, .ungraded
|
||||
|
||||
.graded
|
||||
ld de, sGameplayTileMap
|
||||
|
|
94
src/time.asm
94
src/time.asm
|
@ -31,8 +31,12 @@ SECTION "Time Variables", WRAM0
|
|||
wMinutes:: ds 1
|
||||
wSeconds:: ds 1
|
||||
wFrames:: ds 1
|
||||
wSectionMinutes:: ds 1
|
||||
wSectionSeconds:: ds 1
|
||||
wSectionFrames:: ds 1
|
||||
wCountDown:: ds 2
|
||||
wCountDownZero:: ds 1
|
||||
wSectionTimerReset:: ds 1
|
||||
|
||||
|
||||
SECTION "Time Data", ROM0
|
||||
|
@ -61,6 +65,9 @@ TimeInit::
|
|||
ld [wFrames], a
|
||||
ld [wCountDown], a
|
||||
ld [wCountDown+1], a
|
||||
ld [wSectionMinutes], a
|
||||
ld [wSectionSeconds], a
|
||||
ld [wSectionFrames], a
|
||||
ld a , $FF
|
||||
ld [wCountDownZero], a
|
||||
ld a, TACF_262KHZ | TACF_START
|
||||
|
@ -86,6 +93,9 @@ ResetGameTime::
|
|||
ld [wMinutes], a
|
||||
ld [wSeconds], a
|
||||
ld [wFrames], a
|
||||
ld [wSectionMinutes], a
|
||||
ld [wSectionSeconds], a
|
||||
ld [wSectionFrames], a
|
||||
ret
|
||||
|
||||
; Checks if the minute-second timer has reached a certain value.
|
||||
|
@ -198,4 +208,88 @@ HandleTimers::
|
|||
ret
|
||||
|
||||
|
||||
CheckCOOL_REGRET::
|
||||
; Okay if minutes are less than max minutes.
|
||||
ld a, [wSectionMinutes]
|
||||
cp a, b
|
||||
jr c, .success
|
||||
|
||||
; Check seconds if minutes are equal.
|
||||
jr nz, .failure
|
||||
|
||||
; Okay if seconds are less than max seconds.
|
||||
ld a, [wSectionSeconds]
|
||||
cp a, c
|
||||
jr c, .success
|
||||
|
||||
; Check frames if seconds are equal.
|
||||
jr nz, .failure
|
||||
|
||||
; Okay if frames are exactly 0.
|
||||
ld a, [wSectionFrames]
|
||||
cp a, 0
|
||||
jr z, .success
|
||||
|
||||
.failure
|
||||
xor a, a
|
||||
ret
|
||||
|
||||
.success
|
||||
ld a, $FF
|
||||
ret
|
||||
|
||||
|
||||
HandleSectionTimers::
|
||||
ldh a, [hMode]
|
||||
cp a, MODE_PAUSED
|
||||
ret z
|
||||
cp a, MODE_GAME_OVER
|
||||
ret z
|
||||
cp a, MODE_PRE_GAME_OVER
|
||||
ret z
|
||||
|
||||
ld a, [wKillScreenActive]
|
||||
cp a, $FF
|
||||
ret z
|
||||
|
||||
ld a, [hCLevel+CLEVEL_ONES]
|
||||
cp a, 6
|
||||
jr c, .continue
|
||||
xor a, a
|
||||
ld [wSectionTimerReset], a
|
||||
.continue
|
||||
|
||||
ld a, [wSectionMinutes]
|
||||
cp a, 99
|
||||
jr nz, .sectiongo
|
||||
ld a, [wSectionSeconds]
|
||||
cp a, 59
|
||||
jr nz, .sectiongo
|
||||
ld a, [wSectionFrames]
|
||||
cp a, 59
|
||||
ret z
|
||||
|
||||
.sectiongo
|
||||
ld a, [wSectionFrames]
|
||||
inc a
|
||||
ld [wSectionFrames], a
|
||||
cp a, 60
|
||||
ret nz
|
||||
|
||||
xor a, a
|
||||
ld [wSectionFrames], a
|
||||
ld a, [wSectionSeconds]
|
||||
inc a
|
||||
ld [wSectionSeconds], a
|
||||
cp a, 60
|
||||
ret nz
|
||||
|
||||
xor a, a
|
||||
ld [wSectionSeconds], a
|
||||
ld a, [wSectionMinutes]
|
||||
inc a
|
||||
ld [wSectionMinutes], a
|
||||
ret
|
||||
|
||||
|
||||
ENDC
|
||||
|
|
Loading…
Reference in New Issue